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General Tabletop Discussion
*Pathfinder & Starfinder
getting rid of attacks of opportunity without breaking stuff
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<blockquote data-quote="Plane Sailing" data-source="post: 1783481" data-attributes="member: 114"><p>Here is something I've posted earlier, based on original Star Wars d20 and my own observations.</p><p></p><p>I'll lay out the basics of (one way) of removing AoO in order to simplify the game. The main issues seem to be</p><p></p><p>1. Situations which provoke AoO</p><p>2. Feats related to AoO</p><p>3. Reach or related bonuses which are lost.</p><p></p><p>1. Any normal action which used to cause an AoO just can't be done. You can't use your bow when you are adjacent to a foe (you have to back up 5ft and shoot), you can't dig a potion out of your bag when in combat, you can't just run past an armed enemy, In order to get out of combat you have to use the withdraw option etc. The exceptions to this general principle are special actions such as bull rush, disarm, trip, grapple etc. As per SWd20 these can be attempted at any time without incurring any problems. Attacking someone with reach is handled slightly differently, see #3.</p><p></p><p>2. Some feats change. In SWd20 the Mobility feat allowed you to ignore movement restrictions in combat that were introduced in lieu of AoO i.e. you *could* run right past someone. Combat Reflexes doesn't really have any purpose and can be dropped from the list of feats. Tumble can still be used to attempt to get past/through someone but failure on the check means you stop right next to the guy rather than incur an AoO.</p><p></p><p>3. Reach weapons. We're simplifying, right? So to take reach into account we can just use a simple circumstance rule - if you have better reach than them you get +2 to attack them. If you have worse reach than them you get -2 to attack them. If you both have the same degree of reach then you have neither benefit or penalty. (Personally I'd probably use +/-4 rather than +/-2, because it really seems to be pretty difficult to get past a reach weapon from everything I've seen in practise. Others may have different experience but we've got to go with what we know, eh? I've used +/-2 here because that is the "DM's friend" figure from the DMG for favourable/unfavourable circumstances, which seems to cover the issue.)</p><p></p><p></p><p></p><p>These principles simplify combat and makes it quicker, (although it might mean that more interesting manouvres get used too). It also greatly facilitates melee without miniatures.</p><p></p><p>If there are any AoO situations that I've overlooked here please remind me, I'd like to try to cover all the bases.</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1783481, member: 114"] Here is something I've posted earlier, based on original Star Wars d20 and my own observations. I'll lay out the basics of (one way) of removing AoO in order to simplify the game. The main issues seem to be 1. Situations which provoke AoO 2. Feats related to AoO 3. Reach or related bonuses which are lost. 1. Any normal action which used to cause an AoO just can't be done. You can't use your bow when you are adjacent to a foe (you have to back up 5ft and shoot), you can't dig a potion out of your bag when in combat, you can't just run past an armed enemy, In order to get out of combat you have to use the withdraw option etc. The exceptions to this general principle are special actions such as bull rush, disarm, trip, grapple etc. As per SWd20 these can be attempted at any time without incurring any problems. Attacking someone with reach is handled slightly differently, see #3. 2. Some feats change. In SWd20 the Mobility feat allowed you to ignore movement restrictions in combat that were introduced in lieu of AoO i.e. you *could* run right past someone. Combat Reflexes doesn't really have any purpose and can be dropped from the list of feats. Tumble can still be used to attempt to get past/through someone but failure on the check means you stop right next to the guy rather than incur an AoO. 3. Reach weapons. We're simplifying, right? So to take reach into account we can just use a simple circumstance rule - if you have better reach than them you get +2 to attack them. If you have worse reach than them you get -2 to attack them. If you both have the same degree of reach then you have neither benefit or penalty. (Personally I'd probably use +/-4 rather than +/-2, because it really seems to be pretty difficult to get past a reach weapon from everything I've seen in practise. Others may have different experience but we've got to go with what we know, eh? I've used +/-2 here because that is the "DM's friend" figure from the DMG for favourable/unfavourable circumstances, which seems to cover the issue.) These principles simplify combat and makes it quicker, (although it might mean that more interesting manouvres get used too). It also greatly facilitates melee without miniatures. If there are any AoO situations that I've overlooked here please remind me, I'd like to try to cover all the bases. [/QUOTE]
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